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Some notes on the first One Page Dungeon

November 30, 2009 strangevistas Leave a comment

Well, my Thanksgiving break is coming to an end, and I have successfully completed my first One Page Dungeon (OPD) using Central Casting: Dungeons.  The 30 by 30 square map has thirty rooms ranging from a 10′ by 10′ room (the Herbalist’s Laboratory) to a 60′ by 140” room (the Great Hall).  About half the rooms lack encounters and probably a similar number lack treasure, but not necessarily the same rooms.

Most encounters are in the “A” (unlikely to pose much of a challenge) range, but there are some “B” encounters and one “D” (several deaths likely, TPK possible) encounter, located in the giant great hall.  That single encounter will definitely fall into the “we should come back later when we’re tougher” category, but it does have a nice little bonus when the PC’s do manage it.

Central Casting: Dungeons tends toward the pragmatic.  There are entries for various logical kinds of rooms (e.g. latrines, dining halls, guard rooms, etc.) and not towards the wildly fantastic.  I may, one I get the feel for this and do some reading for inspiration, move into doing a few areas “freehand” rather than by the random charts.

I’m also holding off codifying the backstory to the dungeon.  I have some ideas, some recycled from other projects, but I thought I might see if the development of the levels provides some inspiration as well.

I am also probably going to hold off on posting much in the way of detail.  I have a (faint) hope of trying to run the dungeon, using Labyrinth Lord or Swords & Wizardry, with some friends or maybe at the FLGS.

Getting back to Megadungeons

November 25, 2009 strangevistas 1 comment

A while back I sketched out “SV1A Slave Pits of the Overlords,” a truly skeletal outline featuring an 8.5″ by 11″ graph paper map and a room key.  Having now stumbled across the “One Page Dungeon” format over at Sham’s Grog and Blog, I now realize that I could’ve put SV1A in a OPD format with little difficulty.

It also made me realize what a handy little paradigm that OPD is.  Or rather, can be with a little tweaking.  The biggest gripe out there is that the OPD doesn’t allow for pre-designed backstories, elaborate NPC’s, or complex encounters.  But when Michael Curtis released his megadungeon Stonehell Dungeon, he did so with what can really only be called a “Two Page Dungeon” layout.  He has the classic One Page with mini-map (a shrunk down grid of 30 by 30 squares), one-line-per-room key, wandering monster list, etc.  But it also has a second page (which actually comes first) that has a brief description of the area, some NPC’s, and one or two major encounter areas.  Four of these two-page sections make up a single level of the dungeon.  Stonehell has twelve levels, meaning that Curtis has basically created 48 OPD’s.

So, I’m inspired.  I’ve got a long holiday coming up and thought I’d curl up with a table of graph paper, a pencil, a ruler, some percentile dice and a copy of Central Casting: Dungeons.  Four 30×30 square maps sounds about right (each map would be 7″ on a side on a sheet of graph paper) but I like sub-levels, perhaps one OPD each.

This morning I sat down for about an hour or so and mapped out half of level 1A, and it looks good.  Sometimes maps from Central Casting can be random, but not in that good sort of way.  This one has a nice flow to it, though.  I’ll see how far I can get.

[Review] Swords and Wizardry

November 24, 2009 strangevistas Leave a comment

Another birthday, so that means…

That’s right–treating myself to another OSR  free pdf printed and bound in a binder and plastic page pockets, in this case Swords & Wizardry by Matthew J. Finch, who also wrote “A Quick Primer to Old School Gaming.”  This goes into my collection along with Basic Fantasy RPG and Labyrinth Lord.

Review after the break

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Character death

November 19, 2009 strangevistas 1 comment

The last player character I had die during a gaming session was shot in the back by another PC.

It was too bad, because I had successfully navigated the character across a post-apocalyptic wasteland, survived pirates and psychotic robots and watery deathtraps.  I had even, while hanging onto the side of a tossing raft, uttered the cool tough-guy phrase “gun me” before having a pistol slid over to him by another PC.

But, we were using pre-generated characters, and apparently in my PC’s past he had shot and killed another PC’s father, and the punk kid shot me in the back at the very end of the adventure.  So it goes.

I didn’t mind, not just because he was basically a one-off character not of my own creation, but also because it was a death that worked for the story.  He was a self-destructive gunslinger looking for death, and he got it.  In the matter of PC death, I don’t mind when PC’s die because they are unbelievably stupid (“yes, I will try to disable the bomb even though I lack the appropriate skill”) or take on overwhelming challenges, either heroically or foolishly.  I’m not a fan of the “oops–you stepped on a trap.  You die” where it just comes out of nowhere, but I get that it happens too.

Long story on PC death after the break.

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[books for gamers] All the Gold of Ophir

November 16, 2009 strangevistas Leave a comment

All the Gold of Ophir, written by David Drury, is half pulp detective, part hard-sci fiction story.  Private investigator Michael Flynn has been hired to look into the “accidental” death of a young man on a Jupiter space station.  The victim worked for the mega-corporation that not only owns the station and employs three-quarters of its thousands of inhabitants, but also has its own lethally-armed security force.  Flynn is assisted by corporate attorney Wendy Chadwick and opposed by Silvanus Drake, so improbably named that J.K. Rowling would even blanche.

Drury is a professor of engineering and uses his knowledge to tell the story, one laden with stereotypical characters: the Irish hard-drinking PI, the incompetent and belligerent head of the police force, even the psycho ex-girlfriend (whom I kept calling “Ira” after Spade’s ex in The Maltese Falcon).  The mystery was interesting and the action moved along well (although I had a pretty good idea of what happened fairly early on).

My only complaint, because I can let hackneyed, two-dimensional characters slide in a story like this one, is that in science fiction you have to give the reader certain boundaries of genre.  Faster-than-light travel?  Aliens?  Artificial intelligence?  You have to let the reader know what exists and what doesn’t, especially when you’re doing a mystery.  It isn’t fair to say, allow teleportation to exist in the last chapter if it is instrumental to the plot.  And Drury succumbs to this–after establishing the boundaries throughout the book he breaks one (as the underwhelming “shocker”) to tie up one of the loose ends.  Or in other words, you can get most of the mystery on your own, but you’ll never get the last ten percent because Drury breaks his own rules.  It is a frustrating end note to an otherwise fun weekend read.

From a gaming perspective, All the Gold of Ophir reminds RPG fans of how depending the gaming industry is on pulp-ish stories.  The Jupiter space station would make a fine sci-fi environs, big enough to introduce new elements but contained enough to keep players from running far off the beaten track (my biggest gripe with sci-fi RPG’s).

Skaven Nightrunners 1

November 15, 2009 strangevistas Leave a comment

 

Five Skaven nightrunners by Games Workshop.  I don’t own a Skaven army, but perhaps I could use them for Mordheim.

 

nightrunners1

Nightrunners

These guys were primed black, basecoated, and then dipped.

 

[Fiend Friday] Orc Subchieftan

November 13, 2009 strangevistas Leave a comment

[Editor's Note] As an way for me to explore how easy or difficult it is to create advanced creatures using the rules in the Pathfinder Bestiary, I’ve decided to try to make one.

Orc Subchieftan
Orc Subchieftans are often found serving as leaders on raiding parties, supervising guards, or protecting the tribe’s chieftan.
CR 3
XP: 800
Orc Fighter 3
Init +0  Senses: darkvision 60 ft., lowlight vision; Perception +0; light sensitivity
Defense
AC 15, touch 10, flat-footed 15 (+5 armor)
hp 18 (3d10+2)
Fort +5, Ref +1, Will +1
Defensive Abilities: ferocity
Offense
Speed 20 ft.
Melee: Greataxe +7  (1d12+4, *3)
Ranged: javelin +3 (1d6+4)
Statistics
Str 19 (+4)  Dex 11 Con 14 (+2) Int 8 (-1) Wis 10 Cha 8 (-1)
Base Atk: +3 ; CMB +7 ; CMD 17
Feats: Power Attack, Improved Bull Rush, Cleave, Combat Reflexes, Stand Still
Skills: Intimidate +3
Languages: Common, Orc
Ecology (same as Orc)
Treasure: Scale Mail, greataxe, 3 javelins, regular treasure

 

[Review] Pathfinder Bestiary

November 13, 2009 strangevistas Leave a comment

My wife presented me with a copy of the Pathfinder Bestiary for my birthday (by request).  For those unfamiliar, Pathfinder is Paizo Publishing’s attempt to keep the D&D 3.X edition (and all the supplement they created for it) viable by making essentially “3.75 Edition.”

Pathfinder RPG is the Player’s Handbook and Dungeon Master’s Guide put together in one $50 brick, while the Pathfinder Bestiary is the Monster Manual.

Each monster (and there are purportedly over 350 of them) are given one page, most of which is taken up with the large stat block and explanation of special abilties.  The rest is the Paizo-style depiction of the monster and a small paragraph describing the creature.  I like the Paizo-style rendering of the monsters, some of which are distinct from D&D’s version, but the descriptions are pretty sparse.  They do give an italicized description of the monster for the DM to use, something that 4E’s Monster Manual lacks.

In the back, there’s are sections detailing advancing monsters (adding hit dice and abilities to make a greater or lesser version of a monster), adding templates (such as “fiendish” or “celestial,” but oddly lacking “dire”), and adding class levels.  The last was a big feature of third edition, spawning troll rangers and the like.

The Pathfinder Bestiary lends itself to comparisons to both the third and fourth editions of the Monster Manual. Clearly it cleaves much more closely to the former than the latter, and how you feel about those two books will probably shape your own opinions about the Bestiary.  There are a few things worth noting, however.

First, the descriptions of the monsters are more “PG-13″ than “PG” sometimes.  Many of the monsters are described indulging in bestiality, cannibalism, and even incest.

Second, with the exception of the dragons, each monster has only one stat block.  This is a big difference from the Fourth Edition Monster Manual, which has multiple versions of each monster (e.g. a goblin warrior, blackblade, hexcaster, etc.)  Fourth Edition seems to be geared more towards having encounters with almost “warbands” of different monsters while Pathfinder still seems to hold to Third Edition’s inclination of having solo or small groups of monsters in each encounter.  You’ll need to do the legwork of adding class levels to the base characteristics if you want to flesh out your drow society or make an ogre chieftain.  (Or, I suppose, buy a Paizo supplement.)

On a more subtle note, the art in Bestiary, and Pathfinder in general, seems less influenced by World of Warcraft with its giant-shoulder-pad anime style illustrations and more dark-and-gritty leather straps with lots of daggers, what I think of as more “Verner Klocke” if you know your miniature sculptors.  If I can oversimplify things, it’s like this:

  • Third Edition: spiky shoulder pads
  • Fourth Edition: blocky shoulder pads
  • Pathfinder: no shoulder pads

I hope that makes sense.

In the end, I think books full of monstrous opponents, or supervillains, or NPC’s really serve their purpose when they inspire a DM/GM/CK/Judge.  This is one thing I think the Fourth Edition Monster Manual did when it gave sample groups of monsters; a DM could ask him- or herself, “in what context would my party encounter this group?”  Most of the monsters in the Bestiary are well known canards of D&D.  There are several new monsters, on loan from Necromancer Games, which add dashes of new flavor.  And while I want to like Pathfinder, because I like the idea of making more distinct PC’s and less stock “character builds,” the game still has the biggest problem of Third Edition–it’s front-end loaded.  I can sit down and crank out an evening’s worth of play in a fairly short period of time with 4th Edition.  It’ll take quite a bit of work to stat out the same with Pathfinder.

Burned-out peasant cottage finished

November 10, 2009 strangevistas Leave a comment

As the title says, I think I’m done.

ruin6d

ruin6e

ruin6f

Categories: Terrain Tags:

8th Edition Warhammer Fantasy?

November 10, 2009 strangevistas Leave a comment

So, GW hasn’t released all the army books yet, but realize that they have done some bad army books.  Ergo, we get new rules, apparently with Empire and Orcs again.  Seventh edition was released in September 2006, although it seems like it was just yesterday.  That’s probably because I’m still sitting on piles of unpainted dwarfs. It also explains my immediate reaction of “WHAA!!!  Those greedy SOB’s!” but then going, “oh well, it actually has been a while…”  Four years ago is actually a lot longer than I think some times.

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